User:Dorian/Guide

General Gist
The fundamental challenge with playing at VIP level 0 is managing a smaller crew. Your first task should be to save up credits to max out your crew size. Once that has been done, it's time to start making the tough choices. Early on, you may not need to airlock many crew members, but it becomes increasingly challenging to decide who to set free. I am working on getting the Required Traits page up to date, and this will be a good resource to see if you're going to see any obstacles that you need a particular crew member to overcome - preferably before you send them to the airlock.

Since the advent of the Cryostasis Vault, my recommended strategy and my own game play have been modified. It now makes sense to hold on to crew that might have been sent to the airlock before, because now you can level them up and freeze them for later. This is a great way to dispose of one and two star crew that are redundant or at their max level. For F2P, Super Rare crew really are pretty rare, so think twice before sending any out the airlock. That crew member might not seem like a great addition, but check to make sure they aren't crucial to some future missions. Right now, I'm focused on freezing my fully-fused three stars to clear more space for super rare crew to wait for their fusing partners.

Since the advent of the cryostasis vault, maintaining a balanced crew is not the only consideration. Being thrifty with equipment and experience by focusing on a few key crew members who are fully fused will keep you from wasting these valuable resources on crew that will not be around for all 100 levels. Find your strongest fully fused crew and focus on them, unless you need specific crew to advance the story.

I'm also working on reducing the number of cadets in training taking up space. Once I have a full set of strong cadets fully fused, I expect to train cadets one at a time, in rapid fashion, to get each of them immortalized and make room for the next crew member. I could see making it more than one at atime, except I want to keep getting the max out of the cadet challenges without having to airlock every rare pull.

So that's the start of it. I've updated the Required Traits page, and that's a critical resource for deciding which three and four star crew you should hold on to.

Cadet Missions
This will be a chart of Cadets.

If you want to browse cadets suitable ONLY for specific challenge, please see corresponding Cadet challenge page:
 * Ex Astris, Scientia
 * The United Federation
 * A Certain Formality

Locked Nodes By Mission
Nodes and their required traits. I will be adding suggested crew as I go.

EPISODE 5

Competing Factions: Terran Empire vs. Section 31

EPISODE 6

EPISODE 7

Locked Traits by Skill
Because some required traits overlap, reaching the highest required skill level for each trait is the (ultimate) goal. For example, The Annihilation Syndrome in Episode 5 requires a (veteran, desperate). A veteran who could complete this would certainly also be able to cover the Episode 2 mission Picking the Bones.

CMD

Ep 2 Picking the bones tactician, veteran

Ep 4 With Friends Like These ferengi, kazon

Ep 5 Quell the Riots human

Salvage the Chavez vulcan, android

Control Over Chaos pilot

The Annihilation Syndrome veteran, desperate

DIP

Ep2 Maquis Incitement bajoran, maquis

Temporary Hold cardassian, changeling

Ep4 Ishka Issues ferengi, smuggler

For the People changeling, hologram

Putting the Free in Freedom crafty, inspiring

Ep5 Act of Betrayal empath

Act of Betrayal communicator, crafty

ENG

none

SEC

Ep2 Off at the Pass duelist, brutal

Cardassian Hospitality interrogator, constable

Ep5 Blunting the Dagger pilot, saboteur

The Annihilation Syndrome duelist, inspiring

Ep6 Too Greedily and Too Deep changeling

MED

Ep1 A Father Figure doctor, nurse

Ep4 Self Control undercover_operative

SCI

Ep2 Pretense of Mercy resourceful, smuggler

Ep3 Cytherian Highway android, cyberneticist

Ep6 The Time Transporter quantum_mechanics, prodigy